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FC1/RenderDll/XRenderD3D9/CG/cgD3D8.h
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/*
*
* Copyright (c) 2002, NVIDIA Corporation.
*
*
*
* NVIDIA Corporation("NVIDIA") supplies this software to you in consideration
* of your agreement to the following terms, and your use, installation,
* modification or redistribution of this NVIDIA software constitutes
* acceptance of these terms. If you do not agree with these terms, please do
* not use, install, modify or redistribute this NVIDIA software.
*
*
*
* In consideration of your agreement to abide by the following terms, and
* subject to these terms, NVIDIA grants you a personal, non-exclusive license,
* under NVIDIAs copyrights in this original NVIDIA software (the "NVIDIA
* Software"), to use, reproduce, modify and redistribute the NVIDIA
* Software, with or without modifications, in source and/or binary forms;
* provided that if you redistribute the NVIDIA Software, you must retain the
* copyright notice of NVIDIA, this notice and the following text and
* disclaimers in all such redistributions of the NVIDIA Software. Neither the
* name, trademarks, service marks nor logos of NVIDIA Corporation may be used
* to endorse or promote products derived from the NVIDIA Software without
* specific prior written permission from NVIDIA. Except as expressly stated
* in this notice, no other rights or licenses express or implied, are granted
* by NVIDIA herein, including but not limited to any patent rights that may be
* infringed by your derivative works or by other works in which the NVIDIA
* Software may be incorporated. No hardware is licensed hereunder.
*
*
*
* THE NVIDIA SOFTWARE IS BEING PROVIDED ON AN "AS IS" BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, WARRANTIES OR CONDITIONS OF TITLE, NON-INFRINGEMENT,
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, OR ITS USE AND OPERATION
* EITHER ALONE OR IN COMBINATION WITH OTHER PRODUCTS.
*
*
*
* IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL,
* EXEMPLARY, CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, LOST
* PROFITS; PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) OR ARISING IN ANY WAY OUT OF THE USE,
* REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE NVIDIA SOFTWARE,
* HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING
* NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF NVIDIA HAS BEEN ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
#ifndef CGD3D8_INCLUDED
#define CGD3D8_INCLUDED
#if WIN32
#pragma once
#include "cg.h"
#include <d3d8.h>
#include <d3dx8.h>
// Set up for either Win32 import/export/lib.
#if WIN32
# include <windows.h>
#ifdef CGD3D8DLL_EXPORTS
#define CGD3D8DLL_API __declspec(dllexport)
#elif defined (CG_LIB)
#define CGD3D8DLL_API
#else
#define CGD3D8DLL_API __declspec(dllimport)
#endif
#else
#define CGD3D8DLL_API
#endif
/*---------------------------------------------------------------------------
// CGerrors that will be fed to cgSetError
// Use cgD3D8TranslateCGerror() to translate these errors into strings.
---------------------------------------------------------------------------*/
enum cgD3D8Errors
{
cgD3D8Failed = 1000,
cgD3D8DebugTrace = 1001,
};
/*---------------------------------------------------------------------------
// HRESULTs specific to cgD3D8. When the CGerror is set to cgD3D8Failed
// cgD3D8GetLastError will return an HRESULT that could be one these.
// Use cgD3D8TranslateHRESULT() to translate these errors into strings.
---------------------------------------------------------------------------*/
const HRESULT CGD3D8ERR_NOTLOADED = MAKE_HRESULT(1, 0x877, 1);
const HRESULT CGD3D8ERR_NODEVICE = MAKE_HRESULT(1, 0x877, 2);
const HRESULT CGD3D8ERR_NOTSAMPLER = MAKE_HRESULT(1, 0x877, 3);
const HRESULT CGD3D8ERR_INVALIDPROFILE = MAKE_HRESULT(1, 0x877, 4);
const HRESULT CGD3D8ERR_NULLVALUE = MAKE_HRESULT(1, 0x877, 5);
const HRESULT CGD3D8ERR_OUTOFRANGE = MAKE_HRESULT(1, 0x877, 6);
const HRESULT CGD3D8ERR_NOTUNIFORM = MAKE_HRESULT(1, 0x877, 7);
const HRESULT CGD3D8ERR_NOTMATRIX = MAKE_HRESULT(1, 0x877, 8);
const HRESULT CGD3D8ERR_INVALIDPARAM = MAKE_HRESULT(1, 0x877, 9);
const HRESULT CGD3D8ERR_INVALIDSAMPLERSTATE = MAKE_HRESULT(1, 0x877, 100);
const HRESULT CGD3D8ERR_INVALIDVEREXDECL = MAKE_HRESULT(1, 0x877, 101);
/*---------------------------------------------------------------------------
// Other error return values
---------------------------------------------------------------------------*/
const DWORD CGD3D8_INVALID_REG = 0xFFFFFFFF;
#ifdef __cplusplus
extern "C"
{
#endif
/*---------------------------------------------------------------------------
// Minimal Interface
---------------------------------------------------------------------------*/
CGD3D8DLL_API
DWORD cgD3D8TypeToSize(
CGtype type
);
CGD3D8DLL_API
DWORD cgD3D8ResourceToInputRegister(
CGresource resource
);
CGD3D8DLL_API
CGbool cgD3D8GetVertexDeclaration(
CGprogram prog,
DWORD decl[MAX_FVF_DECL_SIZE]
);
CGD3D8DLL_API
CGbool cgD3D8ValidateVertexDeclaration(
CGprogram prog,
const DWORD* decl
);
/*---------------------------------------------------------------------------
// Expanded Interface
---------------------------------------------------------------------------*/
/* ----- D3D Device Control ----------- */
CGD3D8DLL_API
IDirect3DDevice8* cgD3D8GetDevice();
CGD3D8DLL_API
HRESULT cgD3D8SetDevice(
IDirect3DDevice8* pDevice
);
/* ----- Shader Management ----------- */
CGD3D8DLL_API
HRESULT cgD3D8LoadProgram(
CGprogram prog,
CGbool paramShadowing,
DWORD assemFlags,
DWORD vshaderUsage,
const DWORD* vertexDecl
);
CGD3D8DLL_API
HRESULT cgD3D8UnloadProgram(
CGprogram prog
);
CGD3D8DLL_API
CGbool cgD3D8IsProgramLoaded(
CGprogram prog
);
CGD3D8DLL_API
HRESULT cgD3D8BindProgram(
CGprogram prog
);
/* ----- Parameter Management ----------- */
CGD3D8DLL_API
HRESULT cgD3D8SetUniform(
CGparameter param,
const void* floats
);
CGD3D8DLL_API
HRESULT cgD3D8SetUniformArray(
CGparameter param,
DWORD offset,
DWORD numItems,
const void* values
);
CGD3D8DLL_API
HRESULT cgD3D8SetUniformMatrix(
CGparameter param,
const D3DMATRIX* matrix
);
CGD3D8DLL_API
HRESULT cgD3D8SetUniformMatrixArray(
CGparameter param,
DWORD offset,
DWORD numItems,
const D3DMATRIX* matrices
);
CGD3D8DLL_API
HRESULT cgD3D8SetTexture(
CGparameter param,
IDirect3DBaseTexture8* tex
);
CGD3D8DLL_API
HRESULT cgD3D8SetTextureStageState(
CGparameter param,
D3DTEXTURESTAGESTATETYPE type,
DWORD value
);
CGD3D8DLL_API
HRESULT cgD3D8SetTextureWrapMode(
CGparameter param,
DWORD value
);
/* ----- Parameter Management (Shadowing) ----------- */
CGD3D8DLL_API
HRESULT cgD3D8EnableParameterShadowing(
CGprogram prog,
CGbool enable
);
CGD3D8DLL_API
CGbool cgD3D8IsParameterShadowingEnabled(
CGprogram prog
);
/* --------- Profile Options ----------------- */
CGD3D8DLL_API
CGprofile cgD3D8GetLatestVertexProfile();
CGD3D8DLL_API
CGprofile cgD3D8GetLatestPixelProfile();
CGD3D8DLL_API
char const* cgD3D8GetOptimalOptions(
CGprofile profile
);
/* --------- Error reporting ----------------- */
CGD3D8DLL_API
HRESULT cgD3D8GetLastError();
CGD3D8DLL_API
const char* cgD3D8TranslateCGerror(
CGerror error
);
CGD3D8DLL_API
const char* cgD3D8TranslateHRESULT(
HRESULT hr
);
CGD3D8DLL_API
void cgD3D8EnableDebugTracing(
CGbool enable
);
#ifdef __cplusplus
};
#endif
#endif // WIN32
#endif